
struct VertexInput {
    @location(0) position : vec2 <f32>,
}
struct VertexOutput {
    @builtin(position) position : vec4 <f32>,
    @location(0) uv : vec2 <f32>,
};
struct ConvolutionUniforms {
    uImageIncrement : vec2 <f32>
};
@group(0) @binding(convolutionUniformsBinding) var<uniform> convolutionUniforms : ConvolutionUniforms;
@vertex
fn main(input : VertexInput) -> VertexOutput {
    var output : VertexOutput;
    output.uv = (input.position * 0.5 + 0.5) - ((25.0 - 1.0) / 2.0) * convolutionUniforms.uImageIncrement;
    output.position = vec4 <f32> (input.position, 0.0, 1.0); ;
    return output;

}
